Burnout
Crash aesthetics
Criterion's Burnout series transformed racing game crashes from failures into spectacular slow-motion rewards, pioneering destruction physics and aggressive driving mechanics.
Overview
Most racing games punished crashes. Burnout celebrated them. Criterion Games’ 2001 debut featured a “crash mode” where causing the most expensive pile-ups earned points. The sequel refined the formula with slow-motion “Aftertouch” controls during wrecks. By Burnout 3: Takedown, the series had redefined arcade racing around aggressive contact and spectacular destruction.
Fast facts
- Developer: Criterion Games (Guildford, UK).
- Key innovation: Crash physics as reward, not punishment.
- Engine: RenderWare (Criterion’s own middleware).
- Series peak: Burnout 3: Takedown (2004).
Core mechanics
| Element | Function |
|---|---|
| Boost meter | Filled by risky driving |
| Takedowns | Crashing opponents fills boost |
| Aftertouch | Control car during crash |
| Crash mode | Dedicated destruction sandbox |
Series evolution
| Game | Year | Innovation |
|---|---|---|
| Burnout | 2001 | Core crash mechanics |
| Burnout 2: Point of Impact | 2002 | Crash mode refined |
| Burnout 3: Takedown | 2004 | Takedown system, online play |
| Burnout Revenge | 2005 | Traffic checking |
| Burnout Paradise | 2008 | Open world structure |
Technical achievement
Criterion developed RenderWare, middleware that powered countless PS2-era games including early Grand Theft Auto titles. Their internal use of the engine allowed Burnout’s detailed destruction physics—cars deformed realistically, debris scattered convincingly, and environments shattered on impact.
Guildford connection
Criterion exemplified the Guildford games cluster—founded by ex-Argonaut staff, located near Bullfrog and Lionhead. The studio’s success with Burnout led to EA acquisition and responsibility for Need for Speed and Star Wars: Battlefront.
Legacy
Burnout’s “fun crashes” philosophy influenced racing games across the industry. The emphasis on aggressive driving over clean racing lines created a distinct arcade identity that contrasted with simulation racers of the era.